How about this skelliemancer?

Kex Doomlich

Diabloii.Net Member
How about this skelliemancer?

Summon
20 SM
20 RS
20 SMage
1-5 SR
1 pt in everything else w/o Fgolem

P&B
1-5 CE
Optional 1 Bprison and prereqs

Curses
Decrep 1-5
Dim Vision 20???
1 pt in others w/o LR

Gear
Heart Of Oak
Rare or Unique Necro Shield
Rare Circlet Or +1 skills unique cap
Some +1 skills armour like Najs/Vipermagi/Spiritshroud
+3 Summoning necro amulet
Some +skill charms
AND some other stuff

Suggestions, death threats, flames and money donations welcome! :D
 

ald

Diabloii.Net Member
I would put one point into dim vision, max corpse explosion, and get some bone armor.
 

Myrakh-2

Diabloii.Net Member
One point in summon resist is enough; +skills from gear will take it well into diminishing returns

Not sure whether 20 in Dim Vision is such a great idea. Maybe take out some there and put them into Corpse Explosion instead.

Same for decrep --- I don't know how many +skills you'll get in the curses tree, but wait until you see how long the duration gets before you put more than 1 point in there.

And why skip the LR? Granted, you're not using Trangs, but LR is still useful vs. hard physical immunes that amp doesn't break.

Put an Arm of King Leoric on weaponswitch when you raise your skellies --- IIRC, Hoto only has +3 skills.

Why the 1 in boneprison? With your skill-setup you can't even use the synergy bug, so no need to waste three points to disable it.
 

bobbob

Diabloii.Net Member
A very good place to look at for all your skelly mancer needs:
http://strategy.diabloii.net/news.php?id=509

some problems i've noticed, you have 20 points in mages. if you're using amp damage, and you have a phys damage build, mages don't help very much. more importantly, it hurts you. they can stop up choke points and such.

also an observation to take into consideration. you need 44 skill points to finish the core of the skelly mancer build:
20 RS
20 SM
1 clay golem
1 golem mastery
1 summon resist
1 amp damage

past that you really can do whatever you want. i'd recomend at least 1 point in the crowd control curses. espically attract, it's the only one i use. i really like it.

things i could see doing with your extra points:
-raising a curse that you like, espically if you don't have good gear,but you should be fine

- pick up a poison or bone skill. i right now have a lvl 85 necro with lotsa points in spear+spirit(marrow bug) so i do enough damage to make spamming spears useful

- max CE. this is, as far as i've known, the classic thing to do.

- i guess you can also put points into golems or revives. gumby gets very high life after a while. 4534 life in hell @ lvl 1 and lvl 1 golem mastery(with the gear you listed, i figure +11 is reasonable), 11440 @lvl 10 clay, lvl 10 golem mastery. it's kinda over kill, but hey, if you want a big bad(kinda useless gumby), sure

- i guess you could use mages for open areas, so maybe that's another option.

i personally like the spear+marrowalk solution. it really fun and works well. i can solo meph(players 1) with -39 resist all
 

darnocpdx

Diabloii.Net Member
If you want an AI curse I'd put 10 into either confuse or attract, or a cobo of both. If you use confuse you it will tighten the group of beasts (more so than attract does, though not as much as both used together, but you need a curse to overwrite confuse for attract to be used) which makes CE more effictive.
 

Lunatic

Diabloii.Net Member
bobbob said:
A very good place to look at for all your skelly mancer needs:
http://strategy.diabloii.net/news.php?id=509

some problems i've noticed, you have 20 points in mages. if you're using amp damage, and you have a phys damage build, mages don't help very much. more importantly, it hurts you. they can stop up choke points and such.
I have to disagree. There are only a select few places where mages actually slow you down. Sewers , maggot lairs and arcane sanctuary mostly. But they invented unsummon for that. Other then that that little extra power is always nice to have.

Furthermore , if you're rich enough to get an enigma you won't have this problem at all anymore. Ofcourse not everyone can have enigma , but even without enigma I feel that mages are more usefull then that they're working against you.
 

Kex Doomlich

Diabloii.Net Member
Hmm...okay, I'd change it like this than...

Summon
20 SM
20 RS
20 Mages
Maybe extra points in CG
Others 1 w/o FG

P&B
20 CE

Curses
1-10 Amp
1-5 Dim (I hate gloams)
1 pt in other curses
 

Myrakh-2

Diabloii.Net Member
In case there is a vote :lol: , I obviously vote for maxed mages and CE, in case of pure Skelemancers.

I'd feel lonely with just the warriors...
 

EuroJamie

Diabloii.Net Member
Kex Doomlich said:
Hmm...okay, I'd change it like this than...

Summon
20 SM
20 RS
20 Mages
Maybe extra points in CG
Others 1 w/o FG

P&B
20 CE

Curses
1-10 Amp
1-5 Dim (I hate gloams)
1 pt in other curses
Lookin good, although I wouldn't put more than a point in Amp. I'd rather pump Dim Vision for extra range/duration.
 

walder

Diabloii.Net Member
get a point in iron maiden if u need to own barbs that are overconfident

let +skills do the rest
 
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